/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 *
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package net.sf.l2j.gameserver.model.actor.instance;

import java.util.logging.Logger;

import net.sf.l2j.Config;
import net.sf.l2j.gameserver.ai.CtrlIntention;
import net.sf.l2j.gameserver.ai.L2CharacterAI;
import net.sf.l2j.gameserver.ai.L2SiegeGuardAI;
import net.sf.l2j.gameserver.model.L2Attackable;
import net.sf.l2j.gameserver.model.L2CharPosition;
import net.sf.l2j.gameserver.model.L2Character;
import net.sf.l2j.gameserver.model.actor.knownlist.SiegeGuardKnownList;
import net.sf.l2j.gameserver.network.serverpackets.ActionFailed;
import net.sf.l2j.gameserver.network.serverpackets.MyTargetSelected;
import net.sf.l2j.gameserver.network.serverpackets.SocialAction;
import net.sf.l2j.gameserver.network.serverpackets.StatusUpdate;
import net.sf.l2j.gameserver.network.serverpackets.ValidateLocation;
import net.sf.l2j.gameserver.templates.L2NpcTemplate;
import net.sf.l2j.util.Rnd;

/**
 * This class represents all guards in the world. It inherits all methods from
 * L2Attackable and adds some more such as tracking PK's or custom interactions.
 * 
 * @version $Revision: 1.11.2.1.2.7 $ $Date: 2005/04/06 16:13:40 $
 */
public final class L2SiegeGuardInstance extends L2Attackable {
	private static Logger _log = Logger.getLogger(L2GuardInstance.class
			.getName());
	private int _homeX;
	private int _homeY;
	private int _homeZ;

	public L2SiegeGuardInstance(int objectId, L2NpcTemplate template) {
		super(objectId, template);
		getKnownList(); // inits the knownlist
	}

	@Override
	public final SiegeGuardKnownList getKnownList() {
		if (super.getKnownList() == null
				|| !(super.getKnownList() instanceof SiegeGuardKnownList))
			setKnownList(new SiegeGuardKnownList(this));
		return (SiegeGuardKnownList) super.getKnownList();
	}

	@Override
	public L2CharacterAI getAI() {
		synchronized (this) {
			if (_ai == null)
				_ai = new L2SiegeGuardAI(new AIAccessor());
		}
		return _ai;
	}

	/**
	 * Return True if a siege is in progress and the L2Character attacker isn't
	 * a Defender.<BR>
	 * <BR>
	 * 
	 * @param attacker
	 *            The L2Character that the L2SiegeGuardInstance try to attack
	 */
	@Override
	public boolean isAutoAttackable(L2Character attacker) {
		// Attackable during siege by all except defenders
		return attacker != null
				&& attacker instanceof L2PcInstance
				&& getCastle() != null
				&& getCastle().getCastleId() > 0
				&& getCastle().getSiege().getIsInProgress()
				&& !getCastle().getSiege().checkIsDefender(
						((L2PcInstance) attacker).getClan());
	}

	/**
	 * Sets home location of guard. Guard will always try to return to this
	 * location after it has killed all PK's in range.
	 */
	public void getHomeLocation() {
		_homeX = getX();
		_homeY = getY();
		_homeZ = getZ();
		if (Config.DEBUG)
			_log.finer(getObjectId() + ": Home location set to" + " X:"
					+ _homeX + " Y:" + _homeY + " Z:" + _homeZ);
	}

	public int getHomeX() {
		return _homeX;
	}

	public int getHomeY() {
		return _homeY;
	}

	/**
	 * This method forces guard to return to home location previously set
	 */
	@Override
	public void returnHome() {
		if (!isInsideRadius(_homeX, _homeY, 40, false)) {
			if (Config.DEBUG)
				_log.fine(getObjectId() + ": moving home");
			setisReturningToSpawnPoint(true);
			clearAggroList();
			if (hasAI())
				getAI().setIntention(CtrlIntention.AI_INTENTION_MOVE_TO,
						new L2CharPosition(_homeX, _homeY, _homeZ, 0));
		}
	}

	/**
	 * Custom onAction behaviour. Note that super() is not called because guards
	 * need extra check to see if a player should interact or ATTACK them when
	 * clicked.
	 */
	@Override
	public void onAction(L2PcInstance player) {
		if (!canTarget(player))
			return;
		// Check if the L2PcInstance already target the L2NpcInstance
		if (this != player.getTarget()) {
			if (Config.DEBUG)
				_log.fine("new target selected:" + getObjectId());
			// Set the target of the L2PcInstance player
			player.setTarget(this);
			// Send a Server->Client packet MyTargetSelected to the L2PcInstance
			// player
			MyTargetSelected my = new MyTargetSelected(getObjectId(),
					player.getLevel() - getLevel());
			player.sendPacket(my);
			// Send a Server->Client packet StatusUpdate of the L2NpcInstance to
			// the L2PcInstance to update its HP bar
			StatusUpdate su = new StatusUpdate(getObjectId());
			su.addAttribute(StatusUpdate.CUR_HP, (int) getStatus()
					.getCurrentHp());
			su.addAttribute(StatusUpdate.MAX_HP, getMaxHp());
			player.sendPacket(su);
			// Send a Server->Client packet ValidateLocation to correct the
			// L2NpcInstance position and heading on the client
			player.sendPacket(new ValidateLocation(this));
		} else {
			if (isAutoAttackable(player) && !isAlikeDead())
				if (Math.abs(player.getZ() - getZ()) < 600)
					player.getAI().setIntention(
							CtrlIntention.AI_INTENTION_ATTACK, this);
				else
					player.sendPacket(ActionFailed.STATIC_PACKET);
			if (!isAutoAttackable(player))
				if (!canInteract(player))
					// Notify the L2PcInstance AI with AI_INTENTION_INTERACT
					player.getAI().setIntention(
							CtrlIntention.AI_INTENTION_INTERACT, this);
				else {
					SocialAction sa = new SocialAction(getObjectId(),
							Rnd.nextInt(8));
					broadcastPacket(sa);
					sendPacket(sa);
					showChatWindow(player, 0);
				}
		}
	}

	@Override
	public void addDamageHate(L2Character attacker, int damage, int aggro) {
		if (attacker == null)
			return;
		if (!(attacker instanceof L2SiegeGuardInstance))
			super.addDamageHate(attacker, damage, aggro);
	}
}
